Cinder Glade

Cinder Glade

Land — Mountain Forest

(: Gain or .)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

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Printings View all

Set Rarity
Commander 2020 (C20) Rare
Commander 2019 (C19) Rare
Zendikar Expeditions (EXP) Mythic Rare
Battle for Zendikar (BFZ) Rare
Promo Set (000) None

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Cinder Glade occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.08%

RG (Gruul): 2.89%

BRG (Jund): 1.65%

RGW (Naya): 2.68%

RUG (Temur): 2.4%

Cinder Glade Discussion

multimedia on Draconic Domination

22 hours ago

Hey, nice budget version of Ur-Dragon.

Casual Dragons is not meant to have fast game play. You want to be slow to build up ramp/color fixing to cast high CMC Dragons or cheat them onto the battlefield. My suggestions are to improve the color fixing which will help game play. If you can more easily make different colors of mana then it's easier to cast cards. Ramp that's also better at color fixing can be an improvement for five colors.

Cards to consider adding:

Indatha Triome and Ketria Triome are three different land types making them great for color fixing. Indatha and Ketria are Forest lands meaning that Nature's Lore and Skyshroud Claim can search and put onto the battlefield. Skyshroud can get both Indatha and Ketria which gives you five colors with only two lands. Farseek can also search for one of these Triomes.

Glade, Vista, Hollow, Stream and Marsh are called Battle lands and the reason to add them is they have interaction with basic lands and they're two different land types. Because they're two different land types then you can search for them and put them onto the battlefield with land ramp spells that can get a dual land such as Farseek.


Cards to consider cutting:

  • Vivid Crag
  • Vivid Creek
  • Vivid Grove
  • Vivid Marsh
  • Vivid Meadow
  • Frontier Bivouac
  • Sandsteppe Citadel
  • Curse of Bounty
  • Curse of Verbosity
  • Armillary Sphere
  • Kodama's Reach

The Vivid lands need a way to keep putting counters on them such as proliferate. But adding proliferate just for the Vivid lands is not worth it and I don't suggest doing that. If don't have a way to put more counters on Vivid lands then they become too unreliable for color fixing.

Reach is fine ramp, but could be upgraded since it can only get basic lands. Sphere is not worth playing since it's not ramp; it only puts the basic lands you search for into your hand not onto the battlefield. The curses will help your opponents too much which is not what you want to be doing. The times in the game you would want to be casting these curses should instead be used to cast ramp.

Good luck with your deck.

slashdotdash on 5 color no theme deck

4 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

multimedia on Tyrannosaurus Flex (Gishath)

4 days ago

Hey, Regal Behemoth may out of the price range, but it's a Dino to have for ramp to curve into Gishath and it has trample. It's not a Lizard it's a Dino, it was errata to Dinosaur three years ago when Ixalan was released. It's an expensive price Dino, but try to make room/budget for it.

Quartzwood Crasher is new budget Dino from Ikoria who's very underrated. It can create many powerful Dino tokens with trample. It has trample and so does Gishath, Ghalta, Zacama, etc. It's pretty bonkers with Ghalta. And gives excellent Dino value for five mana when it has haste from Regisaur Alpha. Quartzwood scales very well and can get out of hand quick for your opponents since it and the token it creates have trample. Rhythm of the Wild is another haste enabler for Dinos and it also protects them and Gishath from being countered when cast.

Elemental Bond can trigger to draw any time a creature you control with 3 or more power enters the battlefield, this includes when a token is created. Bond for a three drop over the course of a game can draw you a lot of cards with Dinos. It's good with Quartzwood. Congregation at Dawn can tutor for and setup the top three cards of your library to be Dinos for when you attack with Gishath. Fierce Empath is not a Dino, but it's a budget creature tutor for one of your best big Dinos, it's worth including especially if you add Regal.

I see Farseek and Nature's Lore, but I only see Stomping Ground dual land that they can search for. That's the advantage of these spells is they can ramp with a dual land which is also color fixing. Cinder Glade and Canopy Vista were just reprinted in Commander 2020. I would make room/budget for these two dual lands. Sheltered Thicket and Scattered Groves are two more budget lands that have two different types. Other budget land upgrades are: Exotic Orchard, Battlefield Forge, Fortified Village, Ash Barrens, Naya Panorama.

Wild Growth, Fertile Ground and Trace of Abundance are three more land auras for ramp and these are upgrades because they're less mana to cast. Beast Within and Generous Gift are versatile instant removal spells in Commander because they can destroy any permanent and giving your opponent a 3/3 doesn't matter much when you have much higher power Dinos.

Good luck with your deck.

Mortlocke on Ghetto Flightless Ghidorah

1 week ago

I think you can make some improvements in your mana rocks. The Borderposts you currently have in the deck are pretty awful compared to the likes of Fellwar Stone, Talisman of Conviction, Talisman of Impulse and Talisman of Unity. Speaking of rocks, why in the name of the Threefold Sun do you not have Sol Ring? Additionally, you could get a Chromatic Lantern in there as well. All of the previously mentioned aren't pennies, but are still quite affordable.

As for lands, I understand you don't want to break the bank BUuuuuuut have you ever looked into the Mirage Fetchlands? Specifically Mountain Valley and Grasslands are relevant to this deck. Also, there are some dual lands that fit within your budget - the Battle Lands cycle from Zendikar. From that cycle, consider Cinder Glade and Canopy Vista.

I think that's it for now, but your deck definitely could use a few upgrades to be more consistent.

multimedia on Korvold’s tea

1 week ago

Hey, nice start and base. Several good cards and interactions here.

Some interesting lower mana cost card interactions for repeatable sac with Korvold that are within the budget:

Invasion and Zone create a token that you can sac each turn when you attack with Korvold. Skeleton and Champion can be a repeatable creature to sac since they can reanimate themselves for two mana. Excavator lets you sac a land which you can play from your graveyard. A repeatable token/creature to sac each turn also good with Evolutionary Leap for one mana to put a creature into your hand.

I'm a big fan of one drop mana dorks when playing so much green and with Korvold. Dorks are ramp to play Korvold faster and then can be sac fodder. Goose is fine, but consider more?

Lumberjack is good with 10x Forests; it can be a repeatable source of sac that also makes mana. It makes it so a single Forest can equal four mana (combination of green/red) since you can tap the Forest to make one green mana before you sac it with Lumberjack. It's good with Ramunap Excavator since then you can play the Forest from your graveyard.

Fierce Empath is a budget creature tutor to get a threat such as Prossh, Skyraider of Kher or Broodmother. After tutoring Empath can be sac fodder. Prossh is powerful with Korvold since it can make a large amount of Kobolds who can be sac fodder and Prossh is also a sac outlet. For six mana if Prossh sacs all the Kobolds created can equal six +1/+1 counters on Korvold and draw six cards. You can even pay more than six mana to cast Prossh to create more than six Kobolds.

Mayhem Devil is very good with all the sacrifice since it triggers for any permanent that's sacrificed including your opponents. Blood Artist is good when sacing creatures.

Could improve the manabase with some budget lands:

Good luck with your deck.

multimedia on Elemental Storm

2 weeks ago

Hey, could cut Vengeful Rebirth for Twinning Staff. Rebirth for six mana, eight mana if copying it with Riku, is too much for what it does even copied.

An advantage that Riku has as Commander with creatures are creatures who have good ETB abilities since the copy token also triggers an ETB ability which equals lot of value. Coiling Oracle and Mulldrifter are the right ideas, there's also Risen Reef which is especially good with the other Elementals in the deck since it triggers each time an Elemental creature you control ETB including token copies of Elementals. Clever Impersonator is very versatile in multiplayer Commander especially when you can copy it.

Thassa, Deep-Dwelling can be repeatable blink. Blink a nontoken creature at your end step and this triggers Riku letting you create a token copy of that creature for only two mana. Can be great value with Risen or any other creature with an ETB ability. Impersonator being blinked by Thassa can be pretty fun. Eternal Witness for repeatable recursion of any card. The Avatars and Horrors make a lot of devotion for Gods.

There's several difficult color requirements here to cast cards especially Avatars and when adding on Riku's copy ability. Chromatic Lantern helps a lot, so can Dryad of the Ilysian Grove as another total color fixing effect. 24x basic lands is a lot to meet these difficult color requirements consider more dual lands to help with color fixing? Ketria Triome, Exotic Orchard, Cinder Glade, Yavimaya Coast, Shivan Reef, Karplusan Forest.

Other ways to help color fixing are land ramp spells that search for a dual land. An advantage of the new Triomes that are Forests such as Ketria are land ramp spells that can search for a Forest or another land type. Nature's Lore, Wood Elves, Farseek, Skyshroud Claim. These spells also can search for Shock lands which you have, that can really help with color fixing.

Good luck with your deck.

TypicalTimmy on Arcane Adaptation rules help

1 month ago

Valakut cares about lands that have the mountain subtype. So Cinder Glade counts toward it too and will deal damage if you meet the criteria when played

Vlasiax on [PRIMER] How to Chain Ur-Dragon

1 month ago

Hi, I guess these two types of cards won't make the cut but I think they might be worth it in a budget version:

  • Mythos of Nethroi - it's like better Beast Within but for a more restrictive cost
  • Cycle of tri-colored cycling lands that ETB tapped with... wait for it... BASIC LAND TYPES. Here I think that I might actually replace mine Cinder Glade with Ketria Triome just because that 1 extra source might help with 1 CMC counterspells.
What do you think about these new cards? :)

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